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		<title>three.js - WebGPU - Custom Lighting Model</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Custom Lighting Model
		</div>

		<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/",
					"three/nodes": "./jsm/nodes/Nodes.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import * as Nodes from 'three/nodes';

			import WebGPU from 'three/addons/capabilities/WebGPU.js';
			import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			let camera, scene, renderer;

			let light1, light2, light3;

			init();

			function init() {

				if ( WebGPU.isAvailable() === false ) {

					document.body.appendChild( WebGPU.getErrorMessage() );

					throw new Error( 'No WebGPU support' );

				}

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
				camera.position.z = 2;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x222222 );

				// lights

				const sphereGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );

				const addLight = ( hexColor, intensity = 2, distance = 1 ) => {

					const material = new Nodes.MeshStandardNodeMaterial();
					material.colorNode = new Nodes.ConstNode( new THREE.Color( hexColor ) );
					material.lightsNode = new Nodes.LightsNode(); // ignore scene lights

					const mesh = new THREE.Mesh( sphereGeometry, material );

					const light = new THREE.PointLight( hexColor, intensity, distance );
					light.add( mesh );

					scene.add( light );

					return light;

				};

				light1 = addLight( 0xffaa00 );
				light2 = addLight( 0x0040ff );
				light3 = addLight( 0x80ff80 );

				//light nodes ( selective lights )

				const allLightsNode = new Nodes.LightsNode().fromLights( [ light1, light2, light3 ] );

				// points

				const points = [];

				for ( let i = 0; i < 3000; i ++ ) {

					const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 2 );
					points.push( point );

				}

				const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
				const materialPoints = new Nodes.PointsNodeMaterial();

				// custom lighting model

				const customLightingModel = new Nodes.ShaderNode( ( inputs ) => {

					const { lightColor, reflectedLight } = inputs;

					reflectedLight.directDiffuse.add( lightColor );

				} );

				const lightingModelContext = new Nodes.ContextNode( allLightsNode, { lightingModelNode: { direct: customLightingModel } } );

				materialPoints.lightsNode = lightingModelContext;

				//

				const pointCloud = new THREE.Points( geometryPoints, materialPoints );
				scene.add( pointCloud );

				//

				renderer = new WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 1 );
				renderer.outputEncoding = THREE.sRGBEncoding;
				document.body.appendChild( renderer.domElement );

				// controls

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 0;
				controls.maxDistance = 4;

				// events

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				const time = Date.now() * 0.0005;
				const scale = .5;

				light1.position.x = Math.sin( time * 0.7 ) * scale;
				light1.position.y = Math.cos( time * 0.5 ) * scale;
				light1.position.z = Math.cos( time * 0.3 ) * scale;

				light2.position.x = Math.cos( time * 0.3 ) * scale;
				light2.position.y = Math.sin( time * 0.5 ) * scale;
				light2.position.z = Math.sin( time * 0.7 ) * scale;

				light3.position.x = Math.sin( time * 0.7 ) * scale;
				light3.position.y = Math.cos( time * 0.3 ) * scale;
				light3.position.z = Math.sin( time * 0.5 ) * scale;

				renderer.render( scene, camera );

			}

		</script>
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